L L4D2node

PhysicsImpactSound

0x0077c830 · 104 bytes · __cdecl

_Z18PhysicsImpactSoundP11CBaseEntityP14IPhysicsObjectiiiff

Decompiled

undefined (7 params)

/* PhysicsImpactSound(CBaseEntity*, IPhysicsObject*, int, int, int, float, float) */

void PhysicsImpactSound(CBaseEntity *param_1,IPhysicsObject *param_2,int param_3,int param_4,
                       int param_5,float param_6,float param_7)

{
  int iVar1;
  
  if (*(int *)(param_1 + 0x30) == 0) {
    iVar1 = 0;
  }
  else {
    iVar1 = *(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
  }
  physicssound::AddImpactSound
            ((soundlist_t *)(g_PhysicsHook + 4),param_1,iVar1,param_3,param_2,param_4,param_5,
             param_6,param_7);
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)